Thursday, May 28, 2009

How To Go Over 200 MPH in 4e

I was bored the other day, I decided that I would make a character as fast as possible.

And dag, did I do it.

I start with the razorclaw shifter's base speed 6, made him a druid with the primal predator class feature, and went from there. I adjusted the character's stats to best work with the choices below, which gave me 18 dex (it wouldn't let me go any higher legally) and the rest didn't matter.

ItemsThe Deluvian Hourglass- Time stop (lvl 22 wizard utility) get two standard actions from a minor.Fleetrunner boots (epic tier)- when running, move +6 more than your speed, rather than +2.Clockwork cowl (epic tier)- get two standard actions from a minor.Fleet hero tattoo (epic tier) +3 bonus to speed until end of next turn when using action point.Star opal ring (epic tier) +1 speedTimeless tome + 6- time stop adds 3 standard actions instead of two.Dagger- everyone knows you run faster with a knife out.

Step two: during this encounterRazorclaw Shifting- +2 speed until end of encounterFleet pursuit- until end of encounter, speed bonus equal to dex mod (+ 10 at 30th level)while in beast form.Sky talon- until end of encounter, gain for that flies at your speed + 2.Primal Archetype- until end of encounter, gain a +4 speed bonus while in beast form.

Current total: 33 squares

Step three: previous turnFlamespeed: +1 speed, +2 while running until end of next turn.

If you can't read that, it says that he is moving at 204.5 miles per hour. 1800 feet in six seconds. I even calculated how fast you could go if you ran for a minute, it averages out to almost 60 mph.

Before you ask what the purpose of doing this is, its a mechanics experiment. When I started I was surprised to get as high as 70MPH.So, other than that, what do you think? Did I miss anything? Can you do better? How?